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MapLibreParticleLab/include/mbgl/shaders/gl/collision_box.hpp
Alex Cristici a650df219d Clean legacy code (#3469)
Co-authored-by: pre-commit-ci[bot] <66853113+pre-commit-ci[bot]@users.noreply.github.com>
2025-05-15 22:53:09 +03:00

82 lines
2.2 KiB
C++

// Generated code, do not modify this file!
#pragma once
#include <mbgl/shaders/shader_source.hpp>
namespace mbgl {
namespace shaders {
template <>
struct ShaderSource<BuiltIn::CollisionBoxShader, gfx::Backend::Type::OpenGL> {
static constexpr const char* name = "CollisionBoxShader";
static constexpr const char* vertex = R"(layout (location = 0) in vec2 a_pos;
layout (location = 1) in vec2 a_anchor_pos;
layout (location = 2) in vec2 a_extrude;
layout (location = 3) in vec2 a_placed;
layout (location = 4) in vec2 a_shift;
layout (std140) uniform GlobalPaintParamsUBO {
highp vec2 u_pattern_atlas_texsize;
highp vec2 u_units_to_pixels;
highp vec2 u_world_size;
highp float u_camera_to_center_distance;
highp float u_symbol_fade_change;
highp float u_aspect_ratio;
highp float u_pixel_ratio;
highp float u_map_zoom;
lowp float global_pad1;
};
layout (std140) uniform CollisionDrawableUBO {
highp mat4 u_matrix;
};
layout (std140) uniform CollisionTilePropsUBO {
highp vec2 u_extrude_scale;
highp float u_overscale_factor;
lowp float drawable_pad1;
};
out float v_placed;
out float v_notUsed;
void main() {
vec4 projectedPoint = u_matrix * vec4(a_anchor_pos, 0, 1);
highp float camera_to_anchor_distance = projectedPoint.w;
highp float collision_perspective_ratio = clamp(
0.5 + 0.5 * (u_camera_to_center_distance / camera_to_anchor_distance),
0.0, // Prevents oversized near-field boxes in pitched/overzoomed tiles
4.0);
gl_Position = u_matrix * vec4(a_pos, 0.0, 1.0);
gl_Position.xy += (a_extrude + a_shift) * u_extrude_scale * gl_Position.w * collision_perspective_ratio;
v_placed = a_placed.x;
v_notUsed = a_placed.y;
}
)";
static constexpr const char* fragment = R"(in float v_placed;
in float v_notUsed;
void main() {
float alpha = 0.5;
// Red = collision, hide label
fragColor = vec4(1.0, 0.0, 0.0, 1.0) * alpha;
// Blue = no collision, label is showing
if (v_placed > 0.5) {
fragColor = vec4(0.0, 0.0, 1.0, 0.5) * alpha;
}
if (v_notUsed > 0.5) {
// This box not used, fade it out
fragColor *= .1;
}
}
)";
};
} // namespace shaders
} // namespace mbgl